Abstract
This paper presents the findings of VR Kaleidoscope, a community-based educational project involving young people from disadvantaged backgrounds in the creation of 360-degree films for Virtual Reality (VR). The project aimed to provide the participants with the tools to offer insights into their worlds, by enabling them to produce immersive films. The research around the project resulted in empirical evidence, through qualitative interviews and VR projects, of the potential impact of VR in Critical Media Literacy settings. This approach aims at encouraging ‘marginalised or misrepresented people' to tell stories that ‘express their concerns' (Kellner and Share [2007]. ‘Critical Media Literacy, Democracy, and the Reconstruction of Education’. In Media Literacy: A Reader, edited by D. Macedo, and S. R. Steinberg, 3-23. New York: Peter Lang Publishing). VR lends itself for thinking about, and representing, ‘space' and ‘place' in new ways, due to its immersive potential. The young people were provided with VR training in order to create their own 360-degree films responding to the theme ‘What does place mean to you?’. The project sheds light on the technological, relational and experiential aspects of VR practice and aspires to prompt media educators, filmmakers and community groups to collaborate using VR.
Original language | English |
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Pages (from-to) | 54-67 |
Number of pages | 14 |
Journal | Journal of Media Practice and Education |
Volume | 21 |
Issue number | 1 |
Early online date | 21 Oct 2019 |
DOIs | |
Publication status | Published - 2020 |
Bibliographical note
This is an Accepted Manuscript of an article published by Taylor & Francis in Media Practice and Education on 21/10/2019, available online: http://www.tandfonline.com/10.1080/25741136.2019.1681223Copyright © and Moral Rights are retained by the author(s) and/ or other copyright owners. A copy can be downloaded for personal non-commercial research or study, without prior permission or charge. This item cannot be reproduced or quoted extensively from without first obtaining permission in writing from the copyright holder(s). The content must not be changed in any way or sold commercially in any format or medium without the formal permission of the copyright holders.
Keywords
- Virtual reality
- community
- space
- place
- pedagogy